THE SEARCH FOR THE ANKH
Level by Jean
Walkthrough by Phil Lambeth
Thanks to José and manarch2 for directing me to the
two secrets.
A video
walkthrough by KillerGameplayz can be found here
As the game begins you drop down and start sliding
down a long slope. Jump with a roll so that you land sliding
backwards. Grab the edge at the end, release and grab the alcove
below. Pull up for uzi ammo.
Turn to face NE. Stand jump to grab the crack, then shimmy right around two
corners to pull into a crawl space for shotgun ammo.
Back out of the crawl space and shimmy back to your left until you're over the
darker of two adjacent slopes (the one on the left). Drop down onto this one,
slide and grab, and shimmy left around the corner until you can pull up into a
crawl space for SECRET #1. Pick up the small medipack, the large
medipack and the shotgun ammo,
then drop down into the water below.
Pull out NW, turn left and jump onto the block for
more shotgun ammo. Jump down
SE onto a ledge. Turn right and pull up into the W alcove. Pull
down the wall switch to open an underwater door. Before proceeding, swim
across and pull out E for extra shotgun ammo. I tried a banana jump into the
dark NE alcove to see if anything was there, but I couldn't make it. (Scottie
confirms, however, that it's empty). Jump into the water and swim into the
opened N doorway.
A crocodile is
swimming toward you, so turn around and pull out so you can kill it
safely. Return through the N passage to the next area. Turn right
for uzi ammo in the corner. Look
near the NW corner behind the cat statue for a small
medipack. Pull out onto a ledge above the spot where you found
the uzi ammo. Pull up E, light a flare and jump up to grab the monkey
bars. Monkey swing N and drop down onto the pillar. Take a running
jump NW to the next pillar and turn left to face the ladder. Jump to it,
shift right around the corner, and with Lara's feet just above the water's
surface take a rolling back flip and grab the block behind you. Pull up,
turn left and stand jump S to grab the next block.
Pull up and run forward to find a pushblock. All
you can do is pull it back once, so do that. Jump back into the water,
climb out onto the SE ledge, and find that pulling back the pushblock opened up
a W passage. Take a running jump and grab there, pull up and follow W
down the ramp to a ledge overlooking a desert canyon. You can see
two panthers scurrying about below, anxiously awaiting your arrival. Hang
from the ledge and shimmy right until you can turn the corner and drop down
onto a ledge. Those panthers are just going to have to wait.
Jump up to grab the N ledge and pull up. Jump E
to the next ledge and take a running jump slightly SE to the small ledge and do
battle with no less than four bats.
When all is clear, pull up E, turn left and take a running jump across the
canyon to the N opening. Step forward and take the time to kill from here
a crocodile swimming lazily in the pool
below. Jump down into the water and look for the nearby shotgun ammo and the uzi
ammo on the other side of the pool.
Pull out on the NW ledge and take a running jump to
grab the higher S ledge. Pull up, turn right and draw your pistols while
entering the next area. Engage three panthers,
then locate the uzi ammo in the
unfinished central area. Push the block on the S ledge to either side to
reveal a closed door, and note the nearby keyhole. Hop onto the N block
and pull down the wall switch while noting the closed door to your left.
The door in the W wall opens, so go there and step forward as the camera angle
becomes fixed. You hear the snarls of a panther
down below, but you probably won't be able to target it from up here because
it's waiting for you immediately below. So bite the bullet, so to speak,
and drop down to engage it.
You can't get rid of the fixed camera in this room, so
grab the small medipack on the block and use your binoculars to
find some uzi ammo to its left near the
S wall. Move the NW pushblock to the SW corner, climb onto it and pull
down the wall switch to open the door in the previous room. Move the
pushblock under the opening in the E wall so you can leave this room. Go
to the opened doorway and come to another pool room.
Hop down to the ledge and shoot two crocodiles in the water below, then jump into the
water and take a look around. You can see a closed central trap door and
an underwater lever in the SW pillar (timed, for later). Pull out and
move the pushblock along the ledge until it comes to rest beneath the high ledge
with a ladder jutting out of the N wall. Get on the block, jump to the
ladder and make your way along the ledges in a clockwise direction until you
reach a ledge with another pushblock. Move that pushblock to the N end of
the ledge. Now, drop down into the water, swim to that SW underwater
lever and save your game. When you pull it, a timed door is opened at the
highest corner of the room, and you need to make your way around in a clockwise
direction as you did just now, starting with a jump from the far edge of the
pushblock straight up to the ladder. It would be helpful for you to save
your game in different slots as you perform glitch-free portions of this timed
run. When you reach the ledge with the pushblock, hop up onto it and jump
up to grab the ceiling. Monkey swing the rest of the way across (this is
the most excruciating part of all) and drop down in front of the timed
doorway. It's really not that hard if you've done all the prep work
beforehand and taken a trial run.
Run to the end of the passage and pull down the wall
switch to open the trap door down in the floor of the pool. Get there and
swim along the passage until you can pull out into a small room. Get a large medipack at the SW corner and get the SAPPHIRE KEY from the N plinth. Swim back
to the previous room. Move the pushblock to the S part of the ledge, in
front of the opening, so you can use it to exit. Run S across the
next room and insert the Sapphire Key in the keyhole you noted earlier. The
door you revealed by moving the pushblock opens, so enter the next room as an Atlantean horseman bounds around the corner
ahead. It explodes dramatically when you kill it.
Go around where it came from and drop down from the
ledge onto a block. Pick up the large
medipack and shoot two Atlantean horsemen
down below from your safe vantage point. When all is clear, drop down to
the sandy floor and note two closed doors flanking a presently inaccessible
wall switch in the NW corner. Go E, hop over the short gap (there's
another closed door at the end of the steps) and explore the rocky area.
Pull up SE and turn right to climb still higher. As you pull up two
boulders are released ahead, so simply drop back down and wait for the boulders
to sail over your head. Climb back up and proceed up the ramp S into the
next area. You're met by three bats,
followed by a crocodile that lumbers out
of the pool to your left.
Jump into the water and swim down the shallow NW pit
for a small medipack.
Swim S through the archway and turn left. Follow the tunnel as the camera
angle becomes fixed. Pull the underwater lever to open the door behind
you. Swim through and surface for air. Pull out right onto the
ledge and follow to the N end. You should be able to kill at least one of
the three panthers scampering about down
below (two, if you're lucky) before it dawns on them that they should stay out
of range of your pistols. Jump into the water and allow the current to
carry you over the waterfall. Pull out onto the sandy beach and dispose
of any remaining feline enemies.
Explore this vast underground area. To the SE is
an opening that leads to a closed door. Nearby is an obelisk with a
keyhole that fits the Eye of Horus that you'll find a bit later. Remember
where it is. Near the NE corner is uzi ammo.
Before proceeding, let's detour for a secret. Go SW and face the
waterfall. Climb the blocks to the left of it and step forward onto a
sandy ledge underneath a higher ledge that juts out from the wall. Take a
running jump W past the waterfall and grab the crack. Shimmy right around
several corners until you can pull up onto a ledge. Walk forward to the
NE corner and take a running jump NE onto the top of the pillar for SECRET #2. Pick up 2 x uzi ammo and shotgun
ammo, then safety drop to the desert floor.
Go NW to find an opening that leads downhill to a new
area. Shoot two panthers that
resent your intrusion, then continue down the hill to alert three bats and two more panthers.
Climb up onto the broken NW pillar (facing W) for shotgun
ammo. When you get to the very bottom, turn right to find
additional territory to explore. Near the N wall is uzi ammo. Reverse roll and head up S to
trigger a panoramic flyby through the next area, the vastest yet.
Once again, try to kill two panthers roaming about below before descending. You can
look around and see a couple of artifacts in the distance at this level, but I
found no way to go around from here. Use the slopes to your left to get
down to the desert floor. Go to the N wall, directly underneath the
ledge where you entered this area, and find a passage off to your right.
In the small room there is shotgun ammo,
a small medipack and the SHOTGUN. Go S to the crest of a hill and
look down to find three more panthers.
Try to target and kill them from up here.
Go underneath the SW arch and look to your right for a
small opening you can pull up into. Hop forward, turn left (S) and find a
double-sloped block ahead next to the W wall. Walk up its face as far as
you can, take a standing jump over the crest and immediately jump with a right
curve to land on a higher ledge. Walk to the left corner of the
ledge and face SE. Jump to grab the ladder surface, climb up to the top
and shift left around the corner. Drop down, turn around and walk to the
end of the SE ledge.
If you're not interested in a few pickups that take
some time and effort to get, skip the rest of this paragraph. Otherwise,
take a running jump E to grab the golden ledge. Shimmy left to a flat
spot and pull up. Take a curved running jump E to clear the
obstacle. Take a tricky curved running jump to grab the N ledge.
Pull up for uzi ammo. Turn right
and make your way along the rock bridge until you reach the N wall. Take
a running jump S to the lower rock bridge and run forward for more uzi ammo. I could find no way to progress
from here, so I dropped down N to the desert floor and made my way back up as
described in the previous paragraph. After making that tricky jump to
grab the N ledge (where the first uzi ammo pickup was), I explored left instead
of right. Walk and hop along the darker rock bridge until you come to a
diamond-shaped opening. Jump into it, face E and side flip left.
Slide down the slope, grab the edge and safety drop to the ledge below.
Turn around and jump NW to a partially enclosed area where you'll find shotgun ammo. Go back to the SW corner
overlooking the vast desert. Face W and take a long running jump to grab
the V-shaped ledge. Pull up, go left, take a standing jump SW onto the
slope, slide a bit and jump off with control to grab the S ledge. Hang
from the edge and use the crack to shimmy left until you can turn the corner
and drop down onto a familiar ledge. Jump from there to the ladder and
get back up to the far end of that SE ledge.
Take a simple standing jump E with grab, and you'll
land on the tall corner pillar of the temple. Safety drop to the roof and
pick up the EYE OF HORUS. On the short NE corner pillar you'll
find uzi ammo. Safety drop to the
desert and look around to find a small medipack NW, uzi ammo
SE and shotgun ammo NE.
You'll need an important pickup before proceeding
further in this area, so you may as well go back and get it now. First,
you've got to get out of here. Go to that dark area N opposite the NE
corner of the temple. Light a flare and hop up onto the short ramp.
Face E and back flip to the steeper slope, jump off with a hard left curve and
slide down to grab the edge. Shimmy left and pull up to the higher desert
floor. Loop around left to that SW arch and pull up right into the small
opening. Repeat the moves described earlier to get back onto that SE
ledge facing the temple below. Refer to the long paragraph above to get
onto the high N rock ledge. Go left through the diamond-shaped opening to
where the shotgun ammo pickup was found. From here, jump E to the block ledge
and take a running jump to grab the higher E ledge. Shimmy around two
corners and drop down. You're back.
Follow the winding tunnel back to the cavern with the
waterfall. Go to the SE obelisk and insert the Eye of Horus in the
receptacle. The door to your right opens. Go there and up the ramp
as the camera becomes fixed. Stand before the wall switch on your left
and save your game. The door at the end opens to release a boulder, so
turn left and sprint back down to safety. Go back up the ramp and start
walking as you near the open doorway. When camera control is restored you
find yourself on a ledge overlooking the room below. Jump SE to a pillar
and shoot three panthers down
below. Hop down and move the central pushblock next to the SW pillar.
Climb up onto the pillar and jump up to grab the S ledge.
Pull up, turn around and cross the wooden bridge to
find the UZIS (thanks, Ceamonks890) and
a panther. Pull the wall switch on
the back side of the pillar to open a nearby door. Go back across the
bridge and pick up the large medipack on
the way to the opened doorway. Three Atlantean
horsemen are cavorting about in the room below. After taking
care of them, jump to the pillar against the E wall. José says you can
become stuck if you bypass the intended progression here, so you're hereby
warned not to deviate from the following directions. Pull up and take
a running jump to grab the bottom of the N ladder with your fingertips.
Pull up and run to the other end of the long ledge. Pull back the
pushblock as far as you can, then jump past it (you can't shimmy past it) so
you can move it all the way to the marked tile SE.
A door opens down below in the N wall, providing
access to another pushblock. Pull it out and move it onto the marked tile
in the NW corner. A block is raised nearby, allowing access to a wall
switch. Go to the SE corner and use the raised tile to climb back up onto
the ledge. Jump the pillars to reach the NW wall switch. Pull it
down and you'll hear the faint sound of a door opening. That door is in
the bridge room, at the opposite corner from where you entered this room, so go
back and find the newly opened doorway SW. Enter the next room and go up
to the dais for the SEAL OF ANUBIS.
You now need to return to the temple area for a great
deal of unfinished business. Exit this room, get down to the floor, move
the pushblock all the way over to the opposite corner so you can climb out N
(shimmy left past the open door). Kill the waiting Atlantean horseman and run down the ramp into the
area with the waterfall. Run across to the NW corner and follow the
tunnel back to the vast desert area. Jump SE to slide to the next lower
level, then run forward and slide down once more to the roofed temple.
Vault up onto the ledge, hop down onto the ramp and run forward for a large medipack. Continue to a wall switch
that opens the large double doors. Kill two Atlantean
horsemen inside, then locate the uzi
ammo NE.
There are two pushblocks in this room, one at the W
wall and the other at the E wall. Each blocks a passage, so move them
aside. There's a closed door at the end of the E passage (that doesn't
open until near the very end), so enter the W passage, pull down the wall
switch to open the door and kill an Atlantean
horseman. Enter the W area and pick up the uzi ammo to your right. Reverse roll and
get the shotgun ammo in the opposite
corner. Go pull down the switch in the far W wall and engage two Atlantean horsemen. Look to your left in the
next room for a small medipack, and to
your right for uzi ammo. Get on
the ledge against the W wall for more uzi ammo.
Pull down the NW wall switch to lower a trap door in the E wall. Climb up
onto the block beneath it and pull up S into a passage. Pull down the
wall switch at the other end to open a door down below.
Get down and hop into the opened SE doorway. Go
up the ramp to find a small medipack to
your right. Pull up N through the ceiling hole and find yourself on a
ledge overlooking the previous room. I couldn't find anything to do up
here, so I did a safety drop to the block below, hopped to the sandy floor and
climbed up into the NW opening. Go to the other end of the passage and
pick up the shotgun ammo. Hop down
into the hole on your left and get the uzi ammo
(as you won't be able to get it later). Pull out N to face an obvious
boulder trap. Turn around and hop back up the ramp until the boulder is
triggered, then run down and to the left as the boulder rolls down and drops
into the hole.
Follow up the ramp to a ledge overlooking a large
area. You also get a fixed camera angle. Go to your right and
climb down the long ladder, noting the alcove to your right with a keyhole
receptacle as you descend. Kill two panthers
when you reach the bottom and look for the nearby shotgun
ammo. There's a closed trap door near the foot of the ladder,
another closed trap door near the NE corner, and uzi
ammo near the far N wall.
Climb back up the ladder and slide down the N slope
backwards. Grab the edge at the end, pull up and take a rolling back flip
to grab the N ledge. Pull up for uzi ammo.
Take a running jump straight N into the darkness and grab a crack in the
wall. Shimmy left around the corner and continue as far as
possible. Drop down onto a sloped block. Slide down, grab the edge
and pull up. Take a rolling back flip and grab the ledge behind
you. Pull up and hop up SW onto the higher ledge. Go to the W end
and hop down left. Take a long running jump to grab the higher W ledge
next to a pushblock.
Pull down the nearby wall switch to lower one of the
trap doors in the desert floor, then push the block away to reveal a closed
door. You'll have to make additional trips back here later.
Safety drop to the desert floor and locate the open trap door near the NE
corner. Drop down into the room below and locate a small medipack, uzi
ammo and a large medipack.
The SW pushblock near the large medipack needs to be moved underneath the wall
switch on the N pillar. When you pull it down a ceiling trap door lowers,
so move the block underneath it to access a small but tall room with
surrounding ledges.
Use the central slab to jump up to grab the N
slope. Shimmy all the way to the right and try to take a rolling back
flip with a left curve to grab the ledge. Bet you can't do it. I
couldn't either. The right way is to take a rolling back flip off the N
slope, grab the S slope, shimmy right and pull up to back flip onto a ledge in
the corner. From here you can jump to the ledge with the wall
switch. Pull it down to open a door back in the vast desert area, pick up
the nearby shotgun ammo and get back
down. Return to the desert floor and look up W. I was afraid of
this. The opened door is the one described in the previous paragraph, so
I was right about the necessary backtracking. Get used to it.
Climb the SE ladder and repeat the moves described
three paragraphs back. Actually, it's not all that bad, just takes a
few minutes. Enter the opened doorway and pull up right into a dark
passage. Take a standing jump E to grab the higher ledge and pull up for
a panoramic view of the desert below. There may be other ways to do
this, but I started by taking a running jump N to the left ledge. From
there I made my way E with running jumps until I reached a flat surface near
the NE corner. Face N, hop back to grab the edge and shimmy right until
you reach the dark NE corner. Pull up onto a flat surface and run forward
into an alcove. Pull up left, then right, then step forward into a small
room with pillars of varying heights.
The switch in the S wall raises a timed trap door that
provides access to a wall switch higher up, so save your game before pulling it
down. Turn left and climb up onto the short block, then make running
jumps around the room, grabbing the next pillar each time until you reach the
last one. From there, pull up, turn left and take a standing jump W to
grab the timed trap door. Pull up and throw the wall switch, then reverse
roll and take a running jump to grab the opposite raised trap door. Pull
up and take a standing jump N into the passage.
Run up the ramp and loop around right at the end to
find a receptacle for the Seal of Anubis. When you insert it you hear the
sound of a door opening. Turn around and locate the E pushblock.
Push it through the opened doorway into a familiar area (and thereby providing
a convenient shortcut for later). Use the pushblock to access the wall
switch you couldn't reach earlier (but don't let it block the adjacent closed
door in the N wall). When you pull down the switch, sure enough, the door
in the N wall opens.
Safety drop to the ledge and run up the ramp to pull
down a wall switch. A door opens down below in the NE corner. Go
there and enter a large room defended by two Atlantean
horsemen. As you run about while firing at them, your
attention will be drawn to a plinth high up in the N wall. Remember it
for later. After the enemies have been vanquished, locate two wall
switches near the SE corner. Pull them both down. One opens a door
in the W wall, the other opens a door high up in the S wall.
The opened W doorway reveals a pushblock. Push
it forward two times, go around to the left and find a closed door N, flanked
by two wall switches W and E. Move the pushblock around the central block
so you can climb up and pull down both wall switches. When you do so, the
N door opens. Follow the passage and kill two Atlantean
horsemen in the next room. Pick up the uzi ammo NE and note the block near the entrance
to this room.
Go to the NE corner and save your game in front of the
wall switch in preparation for a timed run. Actually, the timer is so
generous that you should be able to make it on the first try. Pull
down the wall switch, reverse roll and run back to that block you noted
earlier. Hop onto it, turn around and climb up onto the higher block
that's supported by a pillar. Turn left and take a running jump N to the
next pillar block, veer right and take a running jump and grab E to the next
pillar block, pull up and turn right to take a running jump and grab S to the
last pillar block, pull up and turn left to take a running jump and grab E to
the sloped green ledge. Pull up, run forward and turn right to pass the
timed double doors. Run up the ramp and turn to the right to find
yourself on the other side of a pool you explored much earlier.
Step out onto the ledge overlooking the pool and turn
left to face the dark SE corner. Take a running jump into the darkness
and grab the block. Pull up, turn right and pull up onto a rock
ledge. Walk forward and jump NW onto the structure. Take the SAPPHIRE KEY from the plinth. Recall that
you have access to another open door back in the pillar room. However,
the timed double doors have closed, so you have no choice but to plow through
previously explored territory. Jump into the water and climb out
onto the NW ledge. Jump S to the higher ledge, turn right into a previous
room and turn left into the opening in the fenced enclosure. Follow
around to the right, drop down onto the block and safety drop to the desert
floor. Use the shortcut via the NW doorway to run down the S passage.
Jump to a corner pillar and safety drop to the ground. Exit S and drop
down until you find yourself on the high ledge overlooking the vast desert
area. Hang from the edge, shimmy left to the flat spot and pull up.
Jump NW to the next ledge and use the NW slopes to slide down to the desert
floor.
Run SE to the ladder and start climbing. Shift
right when you reach the alcove and drop down to insert the Sapphire Key in the
key hole. The trap door near the foot of the ladder opens, so get back down
and drop into the hole. In the next room pull back the W pushblock one
time. A small earthquake ensues. Climb back out of the hole and
find a newly raised structure near the S wall. You can hear the snarls
of a panther nearby, but it poses no threat to you right now. Use the
irregular structure to access a ledge with shotgun
ammo on it. Hop down and climb the SE ladder to the top.
Repeat the process you've already done twice before, that is, slide backwards
down the N slope, etc., to get back onto the W ledge.
Go through the open doorway, pull up right, go around
right and jump to grab the higher ledge. Pull up, turn right and run
forward to the ivy-covered block. Climb over it and pick up the uzi ammo on the other side. Turn left and
take a running jump E to the reconfigured ramp. Jump up to grab the
higher ledge, pull up and dispose of that huffing and puffing panther. Run forward and pick up the uzi ammo. Enter the S opening and pick up
the large medipack in the next
room. Pull back the S pushblock and move it to the SW corner. Use
it to reach the higher ledge. Pull up, turn left and take a running jump
to the other corner. From there take a running jump N to grab the alcove
across the room. Pull up and use the wall switch to open the S door down
below.
Safety drop to the floor and enter the opened
doorway. Light a flare and jump over the sneaky spike trap. Run up
the ramp onto a ledge overlooking a room below. Pull down the wall switch
in the NE alcove and walk out to the SE corner of the ledge. Take a
running jump slightly SE to grab a ledge in the corner. Pull up, turn
right and take a running jump S across the room to grab a facing ledge.
Pull up, run forward and pull down the wall switch. A cut scene shows
that changes have taken place in a room you visited earlier.
Walk out to the ledge and safety drop to the room
below. I hate to have to tell you this, but you now need to retrace your
steps laboriously once again. Exit this room through the NW passage and
run up the ramp. Repeat the slide down the N slope, etc., to reach the W
ledge as you've already done repeatedly. Climb up to the higher ledge and
make your way around E, jumping the ledges, until you reach the dark NE
corner. Climb up to the pillar room. Yes, you're going to have to
do the timed run again. When you get up to the desert floor, pull the
high wall switch back up to re-open the N door. Get down, exit NE to the
next room and use the sand pile to reach the N plinth. Take the SCARAB and get back down.
Pull up into the S opening to find that it takes you
back to an area you explored much earlier. You're now required to endure
yet more backtracking. Turn right and go through the W doorway. Go down
the S passage, jump right or left to a pillar and safety drop to the floor
below in the timed pillar room. Exit S, drop down twice and go out to the
ledge overlooking the vast desert area. Hang from the edge, shimmy left to
the flat spot, pull up and jump NW to the ledge. Hop NW so you slide down
the slopes to the desert floor. Run to the SE ladder, climb up, slide
down N, etc. and make yet another circuit to the W ledge. Enter the
doorway, climb up right, loop around and jump up E to the higher ledge.
Go S, climb over the ivy-covered ledge and jump E. Pull up onto the
higher ledge, run forward and turn right into the S doorway. Follow S
(being careful of that spike trap in the dark) and come out onto a familiar
ledge.
Take a running jump slightly SE and grab the
ledge. Pull up and go NE. Pick up the small
medipack. Locate the pushblock and push it aside. Vault
up E onto a ledge overlooking a room lined with pillar-supported blocks.
You've been here before, only at floor level. Jump carefully (so you
don't overshoot or undershoot it) onto the block with shotgun ammo. Jump across (using standing
jumps with grab is safest) to two others with a small
medipack and a large medipack.
Then jump to grab the far E ledge and pull up. Go to the receptacle and
insert the Scarab to open the door in the E passage below and release two Atlantean horsemen.
Get down and enter the E passage. Drop down into
the next room. Pull down the switches on the N and S ledges to open the
double doors. In the next room move the NW pushblock under the N wall
switch. Go up the steps and move the other pushblock onto the lower
one. Get up onto it and pull down the wall switch to open a door high up
in the S wall. Jump there, pull up and climb up higher N to a ledge. Go
to the plinth and take the ANKH.
Mission accomplished. Almost. You hear a door opening, so safety
drop from here and go to the open E doorway.
Slide down the slope as doors open before you, unleashing four Atlantean horsemen. Go E and pull down a wall switch on either side of the double doors to open them. Run out into the sunlight to end the level.